4#define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2))
8 #define vdist(v, cmp, f) (vlen2(v) cmp ((f) ** 2))
10 #define vdist(v, cmp, f) (vlen(v) cmp (f))
14 #define dotproduct(a, b) ((a) * (b))
16 noref
vector _dotproduct_a, _dotproduct_b;
17 #define dotproduct(a, b) \
18 (_dotproduct_a = (a), _dotproduct_b = (b), \
19 _dotproduct_a.x * _dotproduct_b.x \
20 + _dotproduct_a.y * _dotproduct_b.y \
21 + _dotproduct_a.z * _dotproduct_b.z)
25 #define cross(a, b) ((a) >< (b))
30 return '1 0 0' * (a.y * b.z - a.z * b.y)
31 +
'0 1 0' * (a.z * b.x - a.x * b.z)
32 +
'0 0 1' * (a.x * b.y - a.y * b.x);
38 (_vmul_a = (a), _vmul_b = (b), \
39 '1 0 0' * (_vmul_a.x * _vmul_b.x) \
40 + '0 1 0' * (_vmul_a.y * _vmul_b.y) \
41 + '0 0 1' * (_vmul_a.z * _vmul_b.z))
52 v.x = m2.x *
random() + m1.x;
53 v.y = m2.y *
random() + m1.y;
54 v.z = m2.z *
random() + m1.z;
61 return max(v.x, v.y, -v.x, -v.y);
67 return min(
max(v.x, -v.x),
max(v.y, -v.y));
74 return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z;
81 return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z;
84#define pointinsidebox(point, bmins, bmaxs) boxinsidebox(point, point, bmins, bmaxs)
86#define PITCH(v) ((v).x)
88#define ROLL(v) ((v).z)
95#define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__))
96#define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2)
97#define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _vec2)
100#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
102#define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN);
118 float a_sin =
sin(a), a_cos =
cos(a);
119 return vec2(v.x * a_cos + v.y * a_sin, -v.x * a_sin + v.y * a_cos);
123#define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
135 return p - ((p * ldir) * ldir);
146 return dir - 2 * (
dir * norm) * norm;
153 return vel - (1 + bounce) * (vel * norm) * norm;
159 if (this.
x > -eps && this.
x < eps) this.
x = 0;
160 if (this.
y > -eps && this.
y < eps) this.
y = 0;
161 if (this.
z > -eps && this.
z < eps) this.
z = 0;
165#define ClipVelocity(in, normal, out, overbounce) \
166 (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
174 case 1:
return box.absmin;
175 case 2:
return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
176 case 3:
return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
177 case 4:
return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
178 case 5:
return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
179 case 6:
return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
180 case 7:
return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
181 case 8:
return box.absmax;
182 default:
return '0 0 0';
189 vector mi = box.mins + box.origin;
190 vector ma = box.maxs + box.origin;
212#define PFLOAT (1/1024)
213#define RPFLOAT(a) (a = rint(a / PFLOAT) * PFLOAT)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
ERASEABLE vector randompos(vector m1, vector m2)
ERASEABLE vector vrint(vector v)
ERASEABLE vector NearestPointOnBoundingBox(vector mi, vector ma, vector org)
ERASEABLE vector reflect(vector dir, vector norm)
ERASEABLE vector point_line_vec(vector p, vector l0, vector ldir)
ERASEABLE vector RoundPerfectVector(vector v)
ERASEABLE vector NearestPointOnBox(entity box, vector org)
ERASEABLE vector get_corner_position(entity box, int corner)
ERASEABLE bool is_all_nans(vector v)
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
Requires that m2>m1 in all coordinates, and that m4>m3.
ERASEABLE float vlen_maxnorm2d(vector v)
ERASEABLE vector vec_epsilon(vector this, float eps)
ERASEABLE float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs)
Requires the same as boxesoverlap, but is a stronger condition.
ERASEABLE vector vec_reflect(vector vel, vector norm, float bounce)
Clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce ...
ERASEABLE vector Rotate(vector v, float a)
ERASEABLE float vlen_minnorm2d(vector v)